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October 7, 2015
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Updates » Design
'Presence' is the new 'fun' in VR 4
by Gamasutra Community [09.18.15]
Fantastic Contraption VR dev Kimberly Voll: "If we hold VR up to the presence stick are we doing a disservice or a favour to the caliber of content?"
Console/PC, Indie, Design, VR

Hear William S. Burroughs' performance as a horror game voice actor 1
by Alex Wawro [09.18.15]
Before his death in 1997, American writer, poet and performer William S. Burroughs dabbled very briefly in game development, serving as a voice actor on Inscape's 1995 PC horror game The Dark Eye.
Console/PC, Design, Video

Blog: We've been doing it the wrong way 10
by Gamasutra Community [09.18.15]
"I haven’t got a clue. No project lead does. We make it up as we go. We all know this to be true. This leads to poor planning, poor scheduling, crunch times, wasted money, and onward."
Console/PC, Design

Don't Miss: Can joy be more 'adult' than violence? 29
by Leigh Alexander [09.18.15]
In this classic 2014 feature Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy as an alternative quality of mature games, which are often dominated by violence.
Console/PC, Indie, Programming, Art, Design

What makes an indie hit? How to choose the right design 53
by Gamasutra Community [09.18.15]
NecroDancer's Ryan Clark: "In this industry it's difficult to go far without learning from others. But from whom should we learn? I think it is wisest to study developers who have been repeatedly successful."
Indie, Design, Business/Marketing

The world design of Assassin's Creed: Syndicate  
by Chris Kerr [09.18.15]
Assassin's Creed: Syndicate's world director Jonathan Dumont opens up about the challenges of recreating some of history's most iconic landscapes.
Console/PC, Design, Production

The role of randomness 7
by Gamasutra Community [09.17.15]
"Just don't make the mistake so many new designers make, which is trying to kill randomness just for the sake of killing it. Understand your tools. Learn what their strengths are."
Console/PC, Smartphone/Tablet, Indie, Design

Swordfighting in games 24
by Gamasutra Community [09.17.15]
"Games have always done a great job of satisfying the gun-wielding hero fantasy, they've always fallen short in the domain of melee combat."
Console/PC, Design

Don't Miss: Why can't music software be a game? Enter Panoramical 5
by Mike Rose [09.17.15]
David Kanaga, the composer behind games like Proteus, DYAD, and the recently-released Panoramical, speaks in 2014 about how some of his favorite games aren't games at all.
Indie, Design

Don't Miss: Modeling epiphany in The Witness 32
by Leigh Alexander [09.17.15]
In this classic feature, Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Design

Valiant Hearts director designs indie game to help teach music history  
by Alex Wawro [09.16.15]
Valiant Hearts co-director turned indie developer Joan Fanise talks briefly about the design goals and development process of emotive rhythm game Lost In Harmony, his studio's debut game.
Indie, Design, Video

Video: Blending handmade detail into your game's procedural world  
by Staff [09.16.15]
At GDC Europe 2015 indie game designer Mark Johnson speaks to the difficult balance between handmade and algorithmic content in games that use both, and how devs can deftly blend them together.
Console/PC, Indie, Programming, Design, Production, Video, Vault

Obituary: Game developer Stewart Hogarth 12
by Alex Wawro [09.16.15]
Gamasutra has learned that Stew Hogarth, a game designer in Scotland known for making games like I Am Level and Super Dungeon Run, passed away yesterday at the age of 31.
Indie, Design

Don't Miss: How Bungie designed and built the world of Destiny 20
by Staff [09.16.15]
Learn about the four pillars that guide the world design for Bungie's recently-updated Destiny from art director Christopher Barrett and design director Joe Staten in this classic GDC 2013 talk.
Console/PC, Design, Production

The design decisions that turned Relativity into Manifold Garden 3
by Phill Cameron [09.16.15]
We talk to William Chyr about the design decisions the led him to change the title of his game from Relativity to Manifold Garden just a few months before release.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' Exclusive 18
by Thomas Grip [09.15.15]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. In this timeless feature, creative director Thomas Grip explains the evolution of the meter's design.
Console/PC, Indie, Design, Exclusive

Communicating complex mechanics without words in RETSNOM 2
by Joel Couture [09.15.15]
How an indie developer with little knowledge of foreign languages--and no money for translation assistance-- designed a complex and nuanced indie game with an international audience in mind.
Console/PC, Indie, Design, Video

Eclipsing mechanics 2
by Gamasutra Community [09.15.15]
"Adding bad choices, or in this case making an old choice bad by eclipsing it, doesn't give the players more room to express themselves; it adds traps into the game."
Console/PC, Design

'You are surrounded by potential allies' - An excerpt from SuperBetter  
by Jane McGonigal [09.15.15]
An extract from Jane McGonigal's new book, SuperBetter, in which she examines research on how "games can help us get stronger, happier, healthier, and more resilient."
Smartphone/Tablet, Design

Don't miss: 10 years ago, World of Warcraft was infected by Corrupted Blood 2
by Kyle Orland [09.14.15]
A decade ago, World of Warcraft was hit by a plague. Epidemiologist Nina H. Fefferman, Ph.D, discusses the lessons learned.
Console/PC, Social/Online, Design, Business/Marketing